#version 330

const vec3 GAMMA_CORRECT = vec3(1.0 / 1.8);

uniform sampler2D T2_INPUT;
uniform ivec2 V2_VIEWPORT_DIM;

layout (location = 0) out vec4 oOutput;

void main()
{
	vec2 UV = gl_FragCoord.xy / V2_VIEWPORT_DIM.xy;
	vec4 Lookup = texture(T2_INPUT, UV);
	Lookup.xyz = pow(Lookup.xyz, GAMMA_CORRECT);
    oOutput = Lookup;
}








